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[英]How can I draw a circle using linerenderer and make it the circle as object child of the object is should draw around?
[英]How can I fix this imperfect circle I made using LineRenderer?
因此,我制作了此形状,并通过以下脚本将其应用于精灵:
using UnityEngine;
using System.Collections;
public class CircleShapeGenerator : MonoBehaviour
{
public int segments = 100;
public float radius = 1;
public Color c1 = new Color( 1, 1, 1, 0.1f );
public Color c2 = new Color( 1, 1, 1, 0.1f );
LineRenderer line;
void Start ()
{
line = gameObject.AddComponent<LineRenderer>();
line.material = new Material(Shader.Find("Particles/Additive"));
line.SetWidth(0.05F, 0.05F);
line.SetVertexCount (segments + 1);
line.useWorldSpace = false;
}
void Update()
{
line.SetColors(c1, c2);
float angle = 20f;
for (int i = 0; i < (segments + 1); i++)
{
float x = Mathf.Sin (Mathf.Deg2Rad * angle) * radius;
float y = Mathf.Cos (Mathf.Deg2Rad * angle) * radius;
line.SetPosition( i, new Vector3( x,y,0) );
angle += (360f / segments);
}
}
}
正如您在屏幕截图中所看到的,起点和终点未按应有的方式连接。 我怎样才能解决这个问题? 我在整个互联网上都找到了这段代码,但是所有人都给出了这个结果。 有人可以解决此问题或提供样条解决方案吗? 我认为使用Shader解决方案(使用Shader的0经验)过于刻板。
该解决方案可能有点复杂。 但这会起作用。
这个想法是
1)将第一个线段绘制为小分段区域。
2)从几秒钟到最后的-1段作为大段进行绘制。
3)也将最后一个段绘制为小段区域。
它使起点和终点之间具有无缝的边缘。 而且细分市场的总数并不太多。
total segment = segment + 2 * subsegment
这是示例代码。
using UnityEngine;
using System.Collections;
public class CircleShapeGenerator : MonoBehaviour {
public int segments = 100;
public int edgeSegments = 10;
public float radius = 1f;
int vertCount;
float increAngle, increAngleEdge;
public Color c1 = new Color( 1, 1, 1, 1f );
public Color c2 = new Color( 1, 1, 1, 1f );
LineRenderer line;
void Start ()
{
vertCount = segments + 2*edgeSegments - 2 + 1;
increAngle = 360f / segments;
increAngleEdge = increAngle/edgeSegments;
line = gameObject.AddComponent<LineRenderer>();
line.material = new Material(Shader.Find("Particles/Additive"));
line.SetWidth(0.05F, 0.05F);
line.SetVertexCount (vertCount);
line.useWorldSpace = false;
}
void Update()
{
line.SetColors(c1, c2);
//draw first segment
float angle = 0;
for (int i = 0; i < edgeSegments; i++)
{
float x = Mathf.Sin (Mathf.Deg2Rad * angle) * radius;
float y = Mathf.Cos (Mathf.Deg2Rad * angle) * radius;
line.SetPosition( i, new Vector3(x, y, 0) );
angle += increAngleEdge;
}
//draw from seconds to last-1 segment
angle -= increAngleEdge;
for (int i = 0; i < segments-2; i++)
{
angle += increAngle;
float x = Mathf.Sin (Mathf.Deg2Rad * angle) * radius;
float y = Mathf.Cos (Mathf.Deg2Rad * angle) * radius;
line.SetPosition( edgeSegments + i, new Vector3(x, y, 0) );
}
//draw last segment
for (int i = 0; i < edgeSegments+1; i++)
{
angle += increAngleEdge;
float x = Mathf.Sin (Mathf.Deg2Rad * angle) * radius;
float y = Mathf.Cos (Mathf.Deg2Rad * angle) * radius;
line.SetPosition( edgeSegments + segments - 2 + i, new Vector3(x, y, 0) );
}
}
}
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